Good non-damaging spells for a cleric

GilaMonster

First Post
Hi all

What are the mst-have spells for a cleric, specifically non-damaging spells?

I've got a 7th level cleric who is forbidden to cast damaging spells and I'm looking for ways to make her as effective as possible at helping the party and hindering foes without directly dealing damage.

Preferably stuff from spell compendium, complete divine and players handbook only

Thanks
 

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Well, all the Cure spells are good, but you can cast those as long as you have spells left for the day. Summon Monster is a good one (you aren't directly dealing damage to your foes, the creature you summoned is!). The stat buffing spells are very good (Bull's Strength, Owl's Wisdom, etc). Debuffing enemies (Cause Fear, Bestow Curse) and buffing your allies (Bless Weapon, Freedom of Movement, Stat Buffs).

All those are 4th level and under, so you can cast all of them.

And to be curious, how come you can't directly damage your enemies?
 

Not sure about the summon. I have a feeling that the DM will still consider the damage my doing.

The reason's story related. Very soon I'll be getting an 'artifact' that increases in power as my character does and, in return for the powers it grants (which my DM and I are still deciding on) it essentially puts me under a vow of non-violence.

DM and I have been working this out together, so if fine with me. I just want to be as effective as possible to the group without directly damaging living foes (undead are still fair game)

I currently regularly memorise Bull's strength, Magic vestment, Obscuring mist, shield of faith, silence, shatter, Augury, dispel magic.

I have the sacred healing feat from CD and 9 turn attempts per day, so healing isn't too much of an issue. Rest of of party is: Bard/Swashbuckler, Fighter/Wizard, Dwarf tank, rogue
 

Greater Magic Weapon is always handy (although until you can manage caster level 8, it's not really all that much better than Magic Weapon).

Imbue With Spell Ability lets you give the Fighter the ability to heal himself up when needed.

Freedom of Movement helps if your DM runs grappling monsters.

Clerics, though, like Wizards, do better when they know what they'll be up against in advance. Know you're going to be facing lots of archers? Wind Wall will fix that right up. Up against something that uses a few particular spells a lot? Spell Immunity is your friend. Facing critters with nasty poisons? Neutralize Poison is your friend. Expect difficult terrain? Air Walk is a poor man's Fly. Facing off against a summoner? Dismissal is very handy. Walking through a desert, and forgot your supplies? Create Food and Water.
 

Thanks, gives more ideas. So I should regularly be casting divination to see what we will be facing? Nice idea, will drive my DM crazy though :lol:

Anyone got any experience with the new spells from Spell Compendium? A lot look nice on paaer, but I'm curious to know if anyone's got experience using them.
 
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GilaMonster said:
Not sure about the summon. I have a feeling that the DM will still consider the damage my doing.

Use the invisibility test. Taking offensive actions causes you to become visible. But summoning doesn't since it isn't by itself an offensive action.


The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

If the DM insists on saying it is well then don't attack with the creature just use it for flanking. IT still "threatens" even if your PC won't "allow" it to attack.
 

Noted and noted. Thanks.

From description of invisibility
Causing harm indirectly is not an attack.
It's not that I'm forbidden to attack, I'm forbidden to do damage. Nice idea on the flanking though. Didn't think about that.
 

GilaMonster said:
Noted and noted. Thanks.

From description of invisibility

It's not that I'm forbidden to attack, I'm forbidden to do damage. Nice idea on the flanking though. Didn't think about that.

Directly or indirectly?

It can still matter.

For instance say you managed to increase the wind in order to provide better sailing for your ship. But this wind ended up causing a bird to lose flight and get hurt. Is that in the intent of the restriction?

IMO it should be directly causing - which makes things simpler and falls back to the invisibility rest.
 

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